31st anniversary progress update
An uncut look on BioForge's 31st birthday: early combat with body-zone hit detection, sparks and explosions, and the first palette-driven lighting effects.
OpenBioForge is a from-scratch recreation of the BioForge game engine, so that Origin Systems' 1995 sci-fi adventure can be played on modern systems. It's a solo project by Tim Comport, a software engineer in Melbourne, built in his spare time over many years.
The project does not ship with the assets or content required to play BioForge. You must have a legally purchased copy of BioForge in order to run the game using this engine.
Modern rendering with realistic interactions. The original 1995 software renderer is replaced with OpenGL, for sharper, higher-resolution visuals. BioForge's S.A.L.S.A. animation system is kept, with a custom physics engine added for collisions and interactions.
Fluid movement that feels right. A hybrid locomotion system combines physics-based movement with selective root motion, replacing the original's notoriously clunky controls. Gamepads are fully supported, including analogue sticks.
Flexible customisation and modding support. The original BioForge scripts can optionally be deobfuscated and converted to readable C#, opening the door to gameplay changes and new content while staying fully compatible with the original game.
Lightweight and portable. Built with minimal dependencies, so it runs on Windows and Linux, with macOS in testing. The lightweight architecture keeps performance consistent and leaves room for other platforms later.
From poking around a demo's files in 1995 to a full engine recreation, built from scratch by one person, one file format and one system at a time.
BioForge is released in the US in March. The story starts with the demo from the May 1995 issue of PC Format, which Tim explores in a hex editor (XTree Gold).
Malcy releases SALSA, a fan-made viewer for BioForge's skeletal animations with partial support, sharing its name with the game's own System for Animating Lifelike Synthetic Actors. Finding it prompts Tim to dig much deeper into the rest of the game's files.
BioFLX (sound effects and music from FLX archives) and BioModel (characters and items to .obj, with a texture atlas) released on thetechplace in 2004, followed by BioForge Tools in 2006 (Wayback Machine).
Work starts on a full recreation of the engine, initially in C++ (announcement), and continues, slowly, into mid-2008 (last forum post) before tapering off. Links via the Wayback Machine.
A long break while life happens (A Brief History of Tim).
The engine moves from C++ to C#, first written up in We Create Worlds. Over the next few years it also moves from .NET Framework to .NET Core.
"Reverse Engineering a Classic Video Game" talks at DDD Melbourne and NDC Sydney.
An updated version of the talk for NDC Oslo, delivered remotely from Melbourne during the pandemic. Plans for an early GitHub release, mentioned in the talks, gave way to finishing the engine first.
The engine is rearchitected around an entity component system, and work starts on player movement and physics. The project, until now called BioForged, is renamed OpenBioForge, and openbioforge.com is registered.
30th anniversary showcase in March. Interviewed for a feature in c't magazine, with news coverage in Time Extension.
First full play-through in August, start to finish, with no workarounds or cheats. Recorded in full in October.
Public open source release under GPL v3.
Every aspect of the BioForge was designed with technology in mind. You are on a lonely planet because we could not show more than two to three characters on screen at a time. Your body has been operated on because the fledgling skeletal animation technology was too stiff to show smooth human animation.
BioForge played start to finish in OpenBioForge, with no workarounds or cheats. Uncut, with no commentary, 1 hour 21 minutes.
The first full play-through came together in August 2026. Testing and fixes are now under way, ahead of an open source release under GPL v3.
WATCH VIDEOGameplay, progress updates, and a look at how the original game was taken apart and rebuilt.
An uncut look on BioForge's 31st birthday: early combat with body-zone hit detection, sparks and explosions, and the first palette-driven lighting effects.
A look at the engine for BioForge's 30th anniversary: enhanced graphics, responsive controls and improved physics.
Taking BioForge apart with a hex editor and piecing it back together in C#: file structures, compression, fonts, sound and music, cameras and scripts.
An updated version of the NDC Sydney 2019 talk. Also given at DDD Melbourne 2019.
No. OpenBioForge is a new engine that runs the original game, using the data files from your own copy of BioForge. The story, locations, characters and dialogue are all the original's.
That's the plan. Anything that adds to or changes the original will be optional, so it can all be turned off. Most of the improvements are worth keeping, though.
Yes. No BioForge content is included with OpenBioForge, so you'll need the game's own files. BioForge is available from GOG.com, and the original demo works too, if you'd like to try it first.
The open source release is planned for early 2027, under GPL v3. The game is already playable start to finish, and the time until then is going into testing and fixes.
The plan changed. Rather than publish a work in progress, the engine is being finished first, so the first release is one you can play from start to finish.
Windows and Linux, with macOS in testing. The engine is being kept as portable as possible, so other platforms can follow. A handheld like the Retroid Pocket would be a fun one.
Yes. The original scripts can optionally be converted to readable C#, which makes gameplay changes and new content possible.
This is a fan-made preservation project and is not affiliated with, endorsed by, or sponsored by Electronic Arts or ORIGIN Systems, Inc.
BioForge and its content are ©Copyright 1995, ORIGIN Systems, Inc. BioForge and Origin Interactive Movie are trademarks of ORIGIN Systems, Inc. Origin and "We create worlds" are registered trademarks of ORIGIN Systems, Inc. Electronic Arts is a registered trademark of Electronic Arts.
OpenBioForge is a game engine recreation that requires original BioForge game files to function. No copyrighted content is included with this project. You must own a legally purchased copy of BioForge to use this engine.
BioForge is available for purchase on GOG.com and other authorised retailers.
This project is developed under fair use principles for preservation, education, and interoperability purposes. If you are a rights holder and have concerns about this project, please contact me.